DayZ 1.30
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◆ CreateConstructionComponent()

ConstructionBasic bsbDebugPrint::CreateConstructionComponent ( )
protected

См. определение в файле BaseBuildingBase.c строка 2160

2162{
2163 const string ANIMATION_DEPLOYED = "Deployed";
2164
2165 float m_ConstructionKitHealth; //stored health value for used construction kit
2166
2167 bool m_HasBase;
2168 //variables for synchronization of base building parts (2x31 is the current limit)
2169 int m_SyncParts01; //synchronization for already built parts (31 parts)
2170 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2171 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2172 int m_InteractedPartId; //construction part id that an action was performed on
2173 int m_PerformedActionId; //action id that was performed on a construction part
2174 protected ref ConstructionBasic m_Construction;
2175
2176 //Sounds
2177 //build
2178 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2179 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2180 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2181 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2182 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2183 //dismantle
2184 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2185 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2186 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2187 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2188 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2189
2190 protected EffectSound m_Sound;
2191
2195
2196 // Constructor
2197 void BaseBuildingBase()
2198 {
2200
2201 //synchronized variables
2202 RegisterNetSyncVariableInt( "m_SyncParts01" );
2203 RegisterNetSyncVariableInt( "m_SyncParts02" );
2204 RegisterNetSyncVariableInt( "m_SyncParts03" );
2205 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2206 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2207 RegisterNetSyncVariableBool( "m_HasBase" );
2208
2209 //Construction init
2210 ConstructionInit();
2211
2212 if (ConfigIsExisting("hybridAttachments"))
2213 {
2215 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2216 }
2217 if (ConfigIsExisting("mountables"))
2218 {
2220 ConfigGetTextArray("mountables", m_Mountables);
2221 }
2222
2223 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2224 SetAllowDamage(true);
2225 }
2226
2227 override string GetInvulnerabilityTypeString()
2228 {
2229 return "disableBaseDamage";
2230 }
2231
2232 override bool CanObstruct()
2233 {
2234 return true;
2235 }
2236
2237 override int GetHideIconMask()
2238 {
2239 return EInventoryIconVisibility.HIDE_VICINITY;
2240 }
2241
2242 override void InitItemSounds()
2243 {
2244 super.InitItemSounds();
2245
2247 SoundParameters params = new SoundParameters();
2248 params.m_Loop = true;
2249
2250 if (GetFoldSoundset() != string.Empty)
2251 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2252 if (GetLoopFoldSoundset() != string.Empty)
2253 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2254 }
2255
2256 override string GetFoldSoundset()
2257 {
2258 return "putDown_FenceKit_SoundSet";
2259 }
2260
2261 override string GetLoopFoldSoundset()
2262 {
2263 return "Shelter_Site_Build_Loop_SoundSet";
2264 }
2265
2266 // --- SYNCHRONIZATION
2268 {
2269 if ( g_Game.IsServer() )
2270 {
2271 SetSynchDirty();
2272 }
2273 }
2274
2275 override void OnVariablesSynchronized()
2276 {
2277 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2278 super.OnVariablesSynchronized();
2279
2280 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2281 }
2282
2283 protected void OnSynchronizedClient()
2284 {
2285 //update parts
2287
2288 //update action on part
2290
2291 //update visuals (client)
2292 UpdateVisuals();
2293 }
2294
2295 //parts synchronization
2296 void RegisterPartForSync( int part_id )
2297 {
2298 //part_id must starts from index = 1
2299 int offset;
2300 int mask;
2301
2302 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2303 {
2304 offset = part_id - 1;
2305 mask = 1 << offset;
2306
2307 m_SyncParts01 = m_SyncParts01 | mask;
2308 }
2309 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2310 {
2311 offset = ( part_id % 32 );
2312 mask = 1 << offset;
2313
2314 m_SyncParts02 = m_SyncParts02 | mask;
2315 }
2316 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2317 {
2318 offset = ( part_id % 63 );
2319 mask = 1 << offset;
2320
2321 m_SyncParts03 = m_SyncParts03 | mask;
2322 }
2323 }
2324
2325 void UnregisterPartForSync( int part_id )
2326 {
2327 //part_id must starts from index = 1
2328 int offset;
2329 int mask;
2330
2331 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2332 {
2333 offset = part_id - 1;
2334 mask = 1 << offset;
2335
2336 m_SyncParts01 = m_SyncParts01 & ~mask;
2337 }
2338 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2339 {
2340 offset = ( part_id % 32 );
2341 mask = 1 << offset;
2342
2343 m_SyncParts02 = m_SyncParts02 & ~mask;
2344 }
2345 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2346 {
2347 offset = ( part_id % 63 );
2348 mask = 1 << offset;
2349
2350 m_SyncParts03 = m_SyncParts03 & ~mask;
2351 }
2352 }
2353
2354 bool IsPartBuildInSyncData( int part_id )
2355 {
2356 //part_id must starts from index = 1
2357 int offset;
2358 int mask;
2359
2360 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2361 {
2362 offset = part_id - 1;
2363 mask = 1 << offset;
2364
2365 if ( ( m_SyncParts01 & mask ) > 0 )
2366 {
2367 return true;
2368 }
2369 }
2370 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2371 {
2372 offset = ( part_id % 32 );
2373 mask = 1 << offset;
2374
2375 if ( ( m_SyncParts02 & mask ) > 0 )
2376 {
2377 return true;
2378 }
2379 }
2380 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2381 {
2382 offset = ( part_id % 63 );
2383 mask = 1 << offset;
2384
2385 if ( ( m_SyncParts03 & mask ) > 0 )
2386 {
2387 return true;
2388 }
2389 }
2390
2391 return false;
2392 }
2393
2394 protected void RegisterActionForSync( int part_id, int action_id )
2395 {
2396 m_InteractedPartId = part_id;
2397 m_PerformedActionId = action_id;
2398 }
2399
2400 protected void ResetActionSyncData()
2401 {
2402 //reset data
2403 m_InteractedPartId = -1;
2405 }
2406
2407 protected void SetActionFromSyncData()
2408 {
2409 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2410 {
2412 int build_action_id = m_PerformedActionId;
2413
2414 switch( build_action_id )
2415 {
2416 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2417 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2418 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2419 }
2420 }
2421 }
2422 //------
2423
2425 {
2426 string key = part.GetPartName();
2427 bool is_base = part.IsBase();
2428 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2429 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2430 if ( is_part_built_sync )
2431 {
2432 if ( !part.IsBuilt() )
2433 {
2434 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2435 GetConstruction().AddToConstructedParts( key );
2436 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2437
2438 if (is_base)
2439 {
2441 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2442 }
2443 }
2444 }
2445 else
2446 {
2447 if ( part.IsBuilt() )
2448 {
2449 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2450 GetConstruction().RemoveFromConstructedParts( key );
2451 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2452
2453 if (is_base)
2454 {
2456 AddProxyPhysics( ANIMATION_DEPLOYED );
2457 }
2458 }
2459 }
2460
2461 //check slot lock for material attachments
2462 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2463 }
2464
2465 //set construction parts based on synchronized data
2467 {
2468 Construction construction = GetConstruction();
2469 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2470
2471 for ( int i = 0; i < construction_parts.Count(); ++i )
2472 {
2473 string key = construction_parts.GetKey( i );
2474 ConstructionPart value = construction_parts.Get( key );
2475 SetPartFromSyncData(value);
2476 }
2477
2478 //regenerate navmesh
2479 UpdateNavmesh();
2480 }
2481
2482 protected ConstructionPart GetConstructionPartById( int id )
2483 {
2484 Construction construction = GetConstruction();
2485 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2486
2487 for ( int i = 0; i < construction_parts.Count(); ++i )
2488 {
2489 string key = construction_parts.GetKey( i );
2490 ConstructionPart value = construction_parts.Get( key );
2491
2492 if ( value.GetId() == id )
2493 {
2494 return value;
2495 }
2496 }
2497
2498 return NULL;
2499 }
2500 //
2501
2502 //Base
2503 bool HasBase()
2504 {
2505 return m_HasBase;
2506 }
2507
2508 void SetBaseState( bool has_base )
2509 {
2510 m_HasBase = has_base;
2511 }
2512
2513 override bool IsDeployable()
2514 {
2515 return true;
2516 }
2517
2518 bool IsOpened()
2519 {
2520 return false;
2521 }
2522
2523 //--- CONSTRUCTION KIT
2525 {
2526 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2527 if ( m_ConstructionKitHealth > 0 )
2528 {
2529 construction_kit.SetHealth( m_ConstructionKitHealth );
2530 }
2531
2532 return construction_kit;
2533 }
2534
2535 void CreateConstructionKitInHands(notnull PlayerBase player)
2536 {
2537 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2538 if ( m_ConstructionKitHealth > 0 )
2539 {
2540 construction_kit.SetHealth( m_ConstructionKitHealth );
2541 }
2542 }
2543
2544 protected vector GetKitSpawnPosition()
2545 {
2546 return GetPosition();
2547 }
2548
2549 protected string GetConstructionKitType()
2550 {
2551 return "";
2552 }
2553
2554 void DestroyConstructionKit( ItemBase construction_kit )
2555 {
2556 m_ConstructionKitHealth = construction_kit.GetHealth();
2557 g_Game.ObjectDelete( construction_kit );
2558 }
2559
2560 //--- CONSTRUCTION
2561 void DestroyConstruction()
2562 {
2563 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2564 g_Game.ObjectDelete( this );
2565 }
2566
2567 // --- EVENTS
2568 override void EEDelete(EntityAI parent)
2569 {
2570 super.EEDelete(parent);
2571
2572 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2573 {
2574 areaDamage.Destroy();
2575 }
2576
2577 }
2578
2579 override void OnStoreSave( ParamsWriteContext ctx )
2580 {
2581 super.OnStoreSave( ctx );
2582
2583 //sync parts 01
2584 ctx.Write( m_SyncParts01 );
2585 ctx.Write( m_SyncParts02 );
2586 ctx.Write( m_SyncParts03 );
2587
2588 ctx.Write( m_HasBase );
2589 }
2590
2591 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2592 {
2593 if ( !super.OnStoreLoad( ctx, version ) )
2594 return false;
2595
2596 //--- Base building data ---
2597 //Restore synced parts data
2598 if ( !ctx.Read( m_SyncParts01 ) )
2599 {
2600 m_SyncParts01 = 0; //set default
2601 return false;
2602 }
2603 if ( !ctx.Read( m_SyncParts02 ) )
2604 {
2605 m_SyncParts02 = 0; //set default
2606 return false;
2607 }
2608 if ( !ctx.Read( m_SyncParts03 ) )
2609 {
2610 m_SyncParts03 = 0; //set default
2611 return false;
2612 }
2613
2614 //has base
2615 if ( !ctx.Read( m_HasBase ) )
2616 {
2617 m_HasBase = false;
2618 return false;
2619 }
2620 //---
2621
2622 return true;
2623 }
2624
2625 override void AfterStoreLoad()
2626 {
2627 super.AfterStoreLoad();
2628
2630 {
2632 }
2633 }
2634
2636 {
2637 //update server data
2639
2640 //set base state
2641 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2642 SetBaseState( part.IsBuilt() ) ;
2643
2644 //synchronize after load
2646 }
2647
2648 override void OnCreatePhysics()
2649 {
2650 super.OnCreatePhysics();
2651
2652 ConstructionInit();
2654 }
2655
2656 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2657 {
2659 return;
2660
2661 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2662 }
2663
2664 override void EEOnAfterLoad()
2665 {
2667 {
2668 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2669 }
2670
2671 super.EEOnAfterLoad();
2672 }
2673
2674 override void EEItemAttached( EntityAI item, string slot_name )
2675 {
2676 super.EEItemAttached( item, slot_name );
2677
2678 CheckForHybridAttachments( item, slot_name );
2679 UpdateVisuals();
2680 UpdateAttachmentPhysics( slot_name, false );
2681 }
2682
2683 override void EEItemDetached( EntityAI item, string slot_name )
2684 {
2685 super.EEItemDetached( item, slot_name );
2686
2687 UpdateVisuals();
2688 UpdateAttachmentPhysics( slot_name, false );
2689 }
2690
2691 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2692 {
2693 string slot_name = InventorySlots.GetSlotName( slotId );
2694 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2695
2696 UpdateAttachmentVisuals( slot_name, locked );
2697 UpdateAttachmentPhysics( slot_name, locked );
2698 }
2699
2700 //ignore out of reach condition
2701 override bool IgnoreOutOfReachCondition()
2702 {
2703 return true;
2704 }
2705
2706 //CONSTRUCTION EVENTS
2707 //Build
2708 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2709 {
2710 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2711
2712 //check base state
2713 if (construtionPart.IsBase())
2714 {
2715 SetBaseState(true);
2716
2717 //spawn kit
2719 }
2720
2721 //register constructed parts for synchronization
2722 RegisterPartForSync(construtionPart.GetId());
2723
2724 //register action that was performed on part
2725 RegisterActionForSync(construtionPart.GetId(), action_id);
2726
2727 //synchronize
2729
2730 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2731
2732 UpdateNavmesh();
2733
2734 //update visuals
2735 UpdateVisuals();
2736
2737 //reset action sync data
2738 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2739 }
2740
2741 void OnPartBuiltClient(string part_name, int action_id)
2742 {
2743 //play sound
2744 SoundBuildStart( part_name );
2745 }
2746
2747 //Dismantle
2748 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2749 {
2750 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2751 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2752
2753 //register constructed parts for synchronization
2754 UnregisterPartForSync(construtionPart.GetId());
2755
2756 //register action that was performed on part
2757 RegisterActionForSync(construtionPart.GetId(), action_id);
2758
2759 //synchronize
2761
2762 // server part of sync, client will be synced from SetPartsFromSyncData
2763 SetPartFromSyncData(construtionPart);
2764
2765 UpdateNavmesh();
2766
2767 //update visuals
2768 UpdateVisuals();
2769
2770 //reset action sync data
2771 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2772
2773 //check base state
2774 if (construtionPart.IsBase())
2775 {
2776 //Destroy construction
2777 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2778 }
2779 }
2780
2781 void OnPartDismantledClient( string part_name, int action_id )
2782 {
2783 //play sound
2784 SoundDismantleStart( part_name );
2785 }
2786
2787 //Destroy
2788 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2789 {
2790 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2791 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2792
2793 //register constructed parts for synchronization
2794 UnregisterPartForSync(construtionPart.GetId());
2795
2796 //register action that was performed on part
2797 RegisterActionForSync(construtionPart.GetId(), action_id);
2798
2799 //synchronize
2801
2802 // server part of sync, client will be synced from SetPartsFromSyncData
2803 SetPartFromSyncData(construtionPart);
2804
2805 UpdateNavmesh();
2806
2807 //update visuals
2808 UpdateVisuals();
2809
2810 //reset action sync data
2811 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2812
2813 //check base state
2814 if (construtionPart.IsBase())
2815 {
2816 //Destroy construction
2817 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2818 }
2819 }
2820
2821 void OnPartDestroyedClient( string part_name, int action_id )
2822 {
2823 //play sound
2824 SoundDestroyStart( part_name );
2825 }
2826
2827 // --- UPDATE
2828 void InitBaseState()
2829 {
2830 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2831
2832 InitVisuals();
2833 UpdateNavmesh(); //regenerate navmesh
2834 }
2835
2836 void InitVisuals()
2837 {
2838 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2839 //check base
2840 if ( !HasBase() )
2841 {
2842 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2843 }
2844 else
2845 {
2846 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2847 }
2848
2849 GetConstruction().InitVisuals();
2850 }
2851
2852 void UpdateVisuals()
2853 {
2854 array<string> attachmentSlots = new array<string>;
2855
2856 GetAttachmentSlots(this, attachmentSlots);
2857 foreach (string slotName : attachmentSlots)
2858 {
2860 }
2861
2862 //check base
2863 if (!HasBase())
2864 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2865 else
2866 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2867
2868 GetConstruction().UpdateVisuals();
2869 }
2870
2871 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2872 {
2873 string slotNameMounted = slot_name + "_Mounted";
2874 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2875
2876 if (attachment)
2877 {
2878 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2879 if (barbedWire && barbedWire.IsMounted())
2880 CreateAreaDamage(slotNameMounted);
2881 else
2882 DestroyAreaDamage(slotNameMounted);
2883
2884 if (is_locked)
2885 {
2886 SetAnimationPhase(slotNameMounted, 0);
2887 SetAnimationPhase(slot_name, 1);
2888 }
2889 else
2890 {
2891 SetAnimationPhase(slotNameMounted, 1);
2892 SetAnimationPhase(slot_name, 0);
2893 }
2894 }
2895 else
2896 {
2897 SetAnimationPhase(slotNameMounted, 1);
2898 SetAnimationPhase(slot_name, 1);
2899
2900 DestroyAreaDamage(slotNameMounted);
2901 }
2902 }
2903
2904 // avoid calling this function on frequent occasions, it's a massive performance hit
2905 void UpdatePhysics()
2906 {
2908 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2909
2910 array<string> attachmentSlots = new array<string>;
2911 GetAttachmentSlots(this, attachmentSlots);
2912
2914 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2915
2916 foreach (string slotName : attachmentSlots)
2917 {
2919 }
2920
2921 //check base
2922 if (!HasBase())
2923 {
2925 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2926
2927 AddProxyPhysics(ANIMATION_DEPLOYED);
2928 }
2929 else
2930 {
2932 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2933
2934 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2935 }
2936
2937 GetConstruction().UpdatePhysics();
2938 UpdateNavmesh();
2939 }
2940
2941 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2942 {
2943 //checks for invalid appends; hotfix
2944 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2945 return;
2946 //----------------------------------
2947 string slot_name_mounted = slot_name + "_Mounted";
2948 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2949
2950 //remove proxy physics
2951 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2952 RemoveProxyPhysics( slot_name_mounted );
2953 RemoveProxyPhysics( slot_name );
2954
2955 if ( attachment )
2956 {
2957 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2958 if ( is_locked )
2959 {
2960 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2961 AddProxyPhysics( slot_name_mounted );
2962 }
2963 else
2964 {
2965 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2966 AddProxyPhysics( slot_name );
2967 }
2968 }
2969 }
2970
2971 protected void UpdateNavmesh()
2972 {
2973 SetAffectPathgraph( true, false );
2974 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2975 }
2976
2977 override bool CanUseConstruction()
2978 {
2979 return true;
2980 }
2981
2982 override bool CanUseConstructionBuild()
2983 {
2984 return true;
2985 }
2986
2987 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2988 {
2989 if ( attachment )
2990 {
2991 InventoryLocation inventory_location = new InventoryLocation;
2992 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2993
2994 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2995 }
2996
2997 return false;
2998 }
2999
3000 protected bool IsAttachmentSlotLocked( string slot_name )
3001 {
3002 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3003 }
3004
3005 //--- ATTACHMENT SLOTS
3006 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3007 {
3008 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3009 if ( g_Game.ConfigIsExisting( config_path ) )
3010 {
3011 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3012 }
3013 }
3014
3015 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3016 {
3017 return true;
3018 }
3019
3020 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3021 {
3022 return true;
3023 }
3024
3025 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3026 {
3027 return true;
3028 }
3029
3030 // --- INIT
3032 {
3033 m_Construction = new Construction(this);
3034 return m_Construction;
3035 }
3036
3038 {
3039 return m_Construction;
3040 }
3041
3043 {
3044 return Construction.Cast(m_Construction);
3045 }
3046
3048 {
3049 int attachment_count = GetInventory().AttachmentCount();
3050 if ( attachment_count > 0 )
3051 {
3052 if ( HasBase() && attachment_count == 1 )
3053 {
3054 return false;
3055 }
3056
3057 return true;
3058 }
3059
3060 return false;
3061 }
3062
3063 override bool ShowZonesHealth()
3064 {
3065 return true;
3066 }
3067
3068 override bool IsTakeable()
3069 {
3070 return false;
3071 }
3072
3073 //this into/outo parent.Cargo
3074 override bool CanPutInCargo( EntityAI parent )
3075 {
3076 return false;
3077 }
3078
3079 override bool CanRemoveFromCargo( EntityAI parent )
3080 {
3081 return false;
3082 }
3083
3084 //hands
3085 override bool CanPutIntoHands( EntityAI parent )
3086 {
3087 return false;
3088 }
3089
3090 //--- ACTION CONDITIONS
3091 //direction
3092 override bool IsFacingPlayer( PlayerBase player, string selection )
3093 {
3094 return true;
3095 }
3096
3097 override bool IsPlayerInside( PlayerBase player, string selection )
3098 {
3099 return true;
3100 }
3101
3104 {
3105 return false;
3106 }
3107
3108 //roof check
3109 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3110 {
3111 return false;
3112 }
3113
3114 //selection->player distance check
3115 bool HasProperDistance( string selection, PlayerBase player )
3116 {
3117 return true;
3118 }
3119
3120 //folding
3122 {
3123 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3124 {
3125 return false;
3126 }
3127
3128 return true;
3129 }
3130
3132 {
3135
3136 return item;
3137 }
3138
3139 //Damage triggers (barbed wire)
3140 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3141 {
3142 if ( g_Game && g_Game.IsServer() )
3143 {
3144 //destroy area damage if some already exists
3145 DestroyAreaDamage( slot_name );
3146
3147 //create new area damage
3149 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3150
3151 vector min_max[2];
3152 if ( MemoryPointExists( slot_name + "_min" ) )
3153 {
3154 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3155 }
3156 if ( MemoryPointExists( slot_name + "_max" ) )
3157 {
3158 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3159 }
3160
3161 //get proper trigger extents (min<max)
3162 vector extents[2];
3163 GetConstruction().GetTriggerExtents( min_max, extents );
3164
3165 //get box center
3166 vector center;
3167 center = GetConstruction().GetBoxCenter( min_max );
3168 center = ModelToWorld( center );
3169
3170 //rotate center if needed
3172 CalcDamageAreaRotation( rotation_angle, center, orientation );
3173
3174 areaDamage.SetExtents( extents[0], extents[1] );
3175 areaDamage.SetAreaPosition( center );
3176 areaDamage.SetAreaOrientation( orientation );
3177 areaDamage.SetLoopInterval( 1.0 );
3178 areaDamage.SetDeferDuration( 0.2 );
3179 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3180 areaDamage.SetAmmoName( "BarbedWireHit" );
3181 areaDamage.Spawn();
3182
3183 m_DamageTriggers.Insert( slot_name, areaDamage );
3184 }
3185 }
3186
3187 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3188 {
3189 if ( angle_deg != 0 )
3190 {
3191 //orientation
3192 orientation[0] = orientation[0] - angle_deg;
3193
3194 //center
3195 vector rotate_axis;
3196 if ( MemoryPointExists( "rotate_axis" ) )
3197 {
3198 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3199 }
3200 float r_center_x = ( Math.Cos( angle_deg * Math.DEG2RAD ) * ( center[0] - rotate_axis[0] ) ) - ( Math.Sin( angle_deg * Math.DEG2RAD ) * ( center[2] - rotate_axis[2] ) ) + rotate_axis[0];
3201 float r_center_z = ( Math.Sin( angle_deg * Math.DEG2RAD ) * ( center[0] - rotate_axis[0] ) ) + ( Math.Cos( angle_deg * Math.DEG2RAD ) * ( center[2] - rotate_axis[2] ) ) + rotate_axis[2];
3202 center[0] = r_center_x;
3203 center[2] = r_center_z;
3204 }
3205 }
3206
3207 void DestroyAreaDamage( string slot_name )
3208 {
3209 if (g_Game && g_Game.IsServer())
3210 {
3212 if (m_DamageTriggers.Find(slot_name, areaDamage))
3213 {
3214 if (areaDamage)
3215 {
3216 areaDamage.Destroy();
3217 }
3218
3219 m_DamageTriggers.Remove( slot_name );
3220 }
3221 }
3222 }
3223
3224 override bool IsIgnoredByConstruction()
3225 {
3226 return true;
3227 }
3228
3229 //================================================================
3230 // SOUNDS
3231 //================================================================
3232 protected void SoundBuildStart( string part_name )
3233 {
3234 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3235 }
3236
3237 protected void SoundDismantleStart( string part_name )
3238 {
3239 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3240 }
3241
3242 protected void SoundDestroyStart( string part_name )
3243 {
3244 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3245 }
3246
3247 protected string GetBuildSoundByMaterial( string part_name )
3248 {
3249 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3250
3251 switch ( material_type )
3252 {
3253 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3254 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3255 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3256 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3257 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3258 }
3259
3260 return "";
3261 }
3262
3263 protected string GetDismantleSoundByMaterial( string part_name )
3264 {
3265 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3266
3267 switch ( material_type )
3268 {
3269 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3270 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3271 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3272 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3273 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3274 }
3275
3276 return "";
3277 }
3278
3279 //misc
3280 void CheckForHybridAttachments( EntityAI item, string slot_name )
3281 {
3282 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3283 {
3284 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3285 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3286 {
3287 SetHealth(slot_name,"Health",item.GetHealth());
3288 }
3289 }
3290 }
3291
3292 override int GetDamageSystemVersionChange()
3293 {
3294 return 111;
3295 }
3296
3297 override void SetActions()
3298 {
3299 super.SetActions();
3300
3304 }
3305
3306 protected void DestroyConstructedParts()
3307 {
3308 Construction construction = GetConstruction();
3309 if (!construction)
3310 return;
3311
3312 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3313 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3314 {
3315 ConstructionPart part = constructionParts.GetElement(i);
3316 if (part && part.IsBuilt() && !part.IsUtilityPart())
3317 {
3318 construction.DestroyPartServer(null, part.GetPartName(), -1);
3319 }
3320 }
3321 }
3322
3323 protected void HandleFallingForConstructedParts()
3324 {
3325 Construction construction = GetConstruction();
3326 if (!construction)
3327 return;
3328
3329 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3330 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3331 {
3332 ConstructionPart part = constructionParts.GetElement(i);
3333 if (part && part.IsBuilt() && !part.IsUtilityPart())
3334 {
3335 construction.HandleEntityFalling(part.GetPartName());
3336 }
3337 }
3338 }
3339
3341 override void OnItemFallRebuilding()
3342 {
3343 if (!g_Game.IsServer())
3344 return;
3345
3348
3349 if (DestroyOnFall())
3350 {
3352 {
3354 }
3355 else
3356 {
3358 {
3360 }
3361 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3362 }
3363 }
3364 }
3365
3367 {
3368 if (HasAnyAttachmentsOrCargo())
3369 {
3371 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3372 }
3373 }
3374
3375 //================================================================
3376 // DEBUG
3377 //================================================================
3378
3381 {
3382 return null;
3383 }
3384
3385 override void OnDebugSpawn()
3386 {
3387 FullyBuild();
3388 }
3389
3390 void FullyBuild()
3391 {
3393 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3394
3395 Man p;
3396
3397 #ifdef SERVER
3398 array<Man> players = new array<Man>;
3399 g_Game.GetWorld().GetPlayerList(players);
3400 if (players.Count())
3401 p = players[0];
3402 #else
3403 p = g_Game.GetPlayer();
3404 #endif
3405
3406 foreach (ConstructionPart part : parts)
3407 {
3408 bool excluded = false;
3409 string partName = part.GetPartName();
3410 if (excludes)
3411 {
3412 foreach (string exclude : excludes)
3413 {
3414 if (partName.Contains(exclude))
3415 {
3416 excluded = true;
3417 break;
3418 }
3419 }
3420 }
3421
3422 if (!excluded)
3423 {
3424 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3425 }
3426 }
3427
3428 GetConstruction().UpdateVisuals();
3429 }
3430
3432 //Deprecated code playpen//
3434 [Obsolete("handled in the Construction component directly")]
3435 protected void HandleItemFalling(ConstructionPart part)
3436 {
3437 }
3438
3439 [Obsolete("handled in the Construction component directly")]
3440 protected void ItemFall(vector min, vector max)
3441 {
3442 }
3443
3444 [Obsolete("obsolete debug method")]
3445 protected void DebugCustomState()
3446 {
3447 }
3448}
3449
3450void bsbDebugPrint (string s)
3451{
3452#ifdef BSB_DEBUG
3453 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3454#else
3455 //Print("" + s); // comment/uncomment to hide/see debug logs
3456#endif
3457}
3458void bsbDebugSpam (string s)
3459{
3460#ifdef BSB_DEBUG_SPAM
3461 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3462#else
3463 //Print("" + s); // comment/uncomment to hide/see debug logs
3464#endif
3465}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:30
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8